/*
 * Copyright (C) 2011 Nokia Corporation and/or its subsidiary(-ies).
 * All rights reserved.
 *
 * This file is part of Harmattan SmashMiner OpenGL game application.
 * 
 * Harmattan SmashMiner OpenGL Example Application version 1.0.0
 *  
 * Latest update: 15.4.2011
 *
 * The Harmattan SmashMiner OpenGL example application demonstrates how to use 
 * the OpenGL ES in Harmattan devices.
 *
 * This example is provided as a starting point for 3rd party
 * developers (you) to ease the implementation of OpenGL based 
 * games. Ideas, parts of code or methodologies that this
 * example application uses can be freely used without restrictions.
 *
 * See file README.txt how to build and compile this example application
 * in the Harmattan SDK environment. 
 * 
 * See file INSTALL.txt to find out what is required to run this
 * application and how to install the application to the device or
 * alternatively in QEMU-emulator.
 *
 * The LICENSE.txt file explains the license this software is provided
 * with. A copy of the same license is included in this source file.
 * 
 */

/*
 * Copyright (C) 2011 by Nokia Corporation.
 *
 * Permission is hereby granted, free of charge, to any person obtaining a copy
 * of this software and associated documentation files (the "Software"), to deal
 * in the Software without restriction, including without limitation the rights
 * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
 * copies of the Software, and to permit persons to whom the Software is
 * furnished to do so, subject to the following conditions:
 *
 * The above copyright notice and this permission notice shall be included in
 * all copies or substantial portions of the Software.
 *
 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
 * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
 * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
 * THE SOFTWARE.
 */

#include "asteroid.h"
#include "gameengine.h"
#include <QDebug>

/*! \class Asteroid
    Game object for asteroid that can be smashed by SpaceCraft. Asteroid also rotates and wraps on screen.
*/

/*!
    Constructor for asteroid.

  \a gameObjectType Type of the game object as ::GameObjectType

  \a frame Current frame number. When the GameObject was created.

  \a rewindEnabled Is the rewind mode enabled.

  \a mass Mass of the game object as ::GameObjectMass.
*/
Asteroid::Asteroid(GameObjectType type, int frame, bool rewindEnabled, GameObjectMass mass)
    : WrappingGameObject(type, frame,
        (type == TypeAsteroidLarge ? GameEngine::GameObjectRadiusAsteroidL : GameEngine::GameObjectRadiusAsteroidM),
        (type == TypeAsteroidLarge ? SpeedLimitMedium : SpeedLimitHigh),
        rewindEnabled, mass,
        (type == TypeAsteroidLarge ? ScoreAsteroidLarge : ScoreAsteroidMedium))
    , positionZ(0.0f)
{
    GLfloat tmp_axis[3];
    tmp_axis[0] = GameEngine::getRandomF() - 0.50;
    tmp_axis[1] = GameEngine::getRandomF() - 0.50;
    tmp_axis[2] = GameEngine::getRandomF() - 0.50;
    GameEngine::normalizeVect3D_GLfloat(tmp_axis);

    setRotationAxis(0, tmp_axis[0]);
    setRotationAxis(1, tmp_axis[1]);
    setRotationAxis(2, tmp_axis[2]);

    GLfloat rotationSpeed = 0.01 + GameEngine::getRandomF() * 0.05;
    if (GameEngine::getRandomF() < 0.50) rotationSpeed = -rotationSpeed;
    setRotationSpeed(rotationSpeed);
}
